ITEC 101 (SIR ROBBY) Flashcards
Emotional interaction is concerned with
what makes people feel happy, sad,
annoyed, anxious, frustrated,
motivated, delirious, and so on, and
then using this knowledge to inform the
design of different aspects of the user
experience
EMOTIONAL INTERACTION
2 TYPES OF EMOTIONS
AUTOMATIC EMOTIONS / AFFECT
, CONCSIOUS EMOTIONS
Happen rapidly, typically within a fraction of
a second and may dissipate just as quickly.
AUTOMATIC EMOTIONS / AFFECT
Tend to be slow to develop and equally slow
to dissipate.
CONSCIOUS EMOTIONS /
REFLECTIVE / REFLECTION
Understanding how emotions work provides a way of considering how to design
interfaces and apps that can trigger affect or reflection in the user
EMOTIONAL DESIGN MODEL
The ________ focuses on the initial, instinctive reaction a user has to a
product or experience. Refers to making products look, feel and sound good.
VISCERAL DESIGN
The __________ focuses on the usability and functionality of the product
or experience
BEHAVIORAL DESIGN
The _________ focuses on the user
‘
s emotional response to the product or
experience after they have used it
REFELECTIVE DESIGN
Expressive forms like emoticons, sound, icons, and
virtual agents have been used at the interface to
EXPRESSIVE INTERFAES
In many situations, interfaces may inadvertently elicit negative
emotional responses, such as anger.
ANNOYING INTERFACE
In many situations, interfaces may inadvertently elicit negative
emotional responses, such as anger.
Affective computing
is a subfield of artificial intelligence that focuses on
developing technologies that can recognize, understand, and
respond to human emotions.
Emotional AI
A diversity of techniques has been used at the interface level to draw
people’s attention to certain kinds of information in an attempt to
change what they do or think.
PERSUASIVE AND BHAVIORAL CHANGES
They include enticing, cajoling, or nudging someone into doing
something through the use of persuasive technology
PERSUASIVE AND BHAVIORAL CHANGES
is the attribution of human-like
qualities, characteristics, or behaviors to non-human
entities, such as animals, objects, or even abstract
concepts. This can include assigning emotions,
intentions, and consciousness to these entities as if
they were human.
Anthropomorphism
is the attribution of animal-like
qualities, characteristics, or behaviors to humans or
non-animal entities, such as objects or abstract
concepts
Zoomorphism
can help users to better
understand the functionality and purpose of
technology, as well as to communicate with it more
effectively
Anthropomorphism
A central concern of interaction design
is to develop interactive products that
are usable
GOOD AND POOR DESIGN